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0.5.0-beta
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Required content
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Added
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Darkwing II is playable, and he is the first hero here who cannot fly and has no powers. Six characters and five of them fly; his mobility is a cape that glides like an elytra β it lengthens a fall, it does not cancel one β and every bit of what he can do is in an exoskeleton you craft out of iron and redstone β hardware, not asteroid steel, because he is the one character with no way off this planet. Take the chestplate off and he hits like a man, because he is one. He is refused the shared passives for the reason Robot and Tech Jacket are refused them: a passive is kept when the armour comes off, and keeping something is the one thing this character must never do. In shadow β night in the open, indoors, a cave β nothing takes him for a target, until he strikes: a blow shows him for three seconds, so he has to break away between hits rather than fight a crowd unseen. A mob that had already picked him out before he stepped into the dark keeps coming, though; the shadow hides him, it does not erase him from what is already chasing. A blow to something that has not seen him lands for two and a half times its weight, which is what he has instead of strength: he does not hit harder, he hits first. Three reinforcement nodes carry the arm, and the key that charges the shared super jump charges his β granted by the suit rather than bought once and worn in the skin.
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The dark is flat now, at the height of the world it mirrors. Its floor was generated by noise, and two independent noise reliefs do not land in the same place: measured across 246 016 columns of a real save, the real ground sat 8 blocks above the dark's in the median, 26 at the 90th percentile, mean absolute gap 14. The window had to be shifted onto the player's feet to be usable at all. The dark is now solid up to y 63 and empty above, everywhere β the disagreement is removed at its source instead of being corrected at the drawing.
- What is lost is smaller than the file claimed. It promised "spires", built by a ridge noise with a very low y_scale. They never existed: a column had to pass y 88 to break through, and across the ~250 000 columns measured the tallest reached y 81. Not one ever crossed the threshold. What the noise actually produced was a Β±7 block ripple, and that ripple is all this change removes.
- The relief lives in the window now. This world stopped being scenery and became a backdrop: what you look at in there is the view outside, which carries the real terrain in real blocks. Giving the dark a relief of its own again would mean correlating it with the origin world β that is, copying it, which is a different project and a different decision.
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The window shows the world, not a coloured sheet β and it is a switch you leave on. What was a flat carpet of map colours is now the real terrain: every column drawn with its own block model, textured, translucent, with cliffs and walls filled in so they read as cliffs and walls. Creatures are drawn as themselves rather than as boxes, each on a coloured footprint that still says whether it will attack you β a model does not answer that for an ambiguous mob. And the display is now a toggle: one press opens it, one press closes it, and it survives walking, which is what makes it useful for moving. The earlier rule β the first step closes it β is given up deliberately;
GlimpseTogglerecords what it protected and why that does not win.- Following you is not the same as re-centring on you. The client builds a mesh of real block models whenever the terrain of a frame changes, so re-centring the window at every step would rebuild four thousand columns once a second for the whole walk β one stutter per second. The window therefore only comes to you once you have drifted twelve blocks from its centre, against sixty-five of side: you stay well inside it, and the mesh stays intact. Entities keep refreshing every second, because they cost nothing and they are what you are looking for.
- The mesh is deliberately able to fail. Any exception, building or drawing, switches it off for the session and the flat coloured sheet takes over β kept whole rather than deleted, which is what Β§6 asks for. This display crashed the game twice while it was being written and cannot be checked by the person writing it: a worse-looking decor beats a crash, and a power that degrades beats a power that disappears.
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The glimpse keeps itself current, and the hostile count works for the first time. The display holds as long as you do not move β a decor does not change if you do not change place β but what is outside moves, and that is the half you look for. A photograph held thirty seconds shows a skeleton where it no longer is, which is worse than no information: it sends you out at the wrong spot with confidence. It now refreshes once a second, in place: a step to the side still closes it, so the rule that you do not live in the dark with the map open is kept, and freshness is added on top rather than instead.
- And it turned out nothing had ever been counted.
hostilesAroundβ the red bar above a silhouette, shipped with the glimpse β asked the origin world for its entities while the player stood in another dimension. Measured with a probe against the save file: nineteen entities on disk inside the search box (a villager, an iron golem, a cat, a reanimen, a dozen glow squids) andgetEntitiesreturning zero, with the centre chunk reported loaded. Nothing was in error: a chunk's heightmap travels with the chunk, so the terrain answered, while entity sections are only queued for loading and arrive asynchronously β a read in the same tick finds an empty index. A zero looks exactly like "nobody out there", which is why it was never reported. A chunk ticket now keeps the departure area awake, placed at the dive so the loading has finished by the first glimpse, and it expires by itself so a forgotten one cannot keep chunks loaded for the life of the server.
- And it turned out nothing had ever been counted.
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And at the end of his tree, he stops needing the dark to be somewhere else. Own Shadow is the last node, and it is bought behind all three leaves of the tree β the glimpse, the jail and the ambush β because what it lifts is the condition that defines the character, so it is paid for with everything that defines him. He carries his own shadow: the door opens at noon in the open, and lets him back out into daylight. It lifts the light and nothing else β the worlds a server closes stay closed, and it still will not open from inside the dark, because coming out is the same ability the other way round. The spec turned down "shadow going in, free coming out" as a starting rule, because it emptied half the power by removing the search for a way out; this is the same freedom reached at the end of a progression that had to be paid for, which is a different thing.
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The Shadow-Verse exists as a place. Black stone, spires climbing out of it, no sky at all β no sun, no moon, no stars, no clouds β and a fog that closes the view in around you. Nothing lives there and nothing spawns: the emptiness is the subject, not an oversight, and the shadow creatures belong to a later season. One dimension, shared by every Darkwing, which means they will meet in there and the prisoners to come will mix. You cannot get in yet: the door, the compressed corridor and the prison are the three lots after this one.
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The door works: Darkwing steps into the dark and back out of it. From any shadow β night in the open, indoors, a cave β one key puts him in the Shadow-Verse, and the same key brings him out. The dark maps the world one block for one, and the map is permanent and shared: the same point always lands on the same point, for every Darkwing, which makes it something you learn rather than something you gamble on. The corridor was going to compress eight to one, like the Nether β that was dropped in play. It cost information in one direction (eight real blocks fell on one dark block, so coming back could not know which of the eight and drifted up to four), and it made the window of the next lot unreadable: compressing the horizontal by eight while leaving altitude alone showed a relief eight times too vertical. One for one is a bijection, so a round trip lands exactly where it left. What is given up with it is travel: a hundred paces in the dark were going to cover eight hundred out here, and now they cover a hundred. The Shadow-Verse is a place to hide, to watch from, and a prison β it is not a shortcut. He needs a shadow at both ends β it can be too bright where he would come out, and then it refuses and says so. He comes out in the world he went in from, which matters once you have dived from Thraxa. Space is closed to him, because everything there is dark all the time and the door would become a free eightfold shortcut across the one dimension whose subject is the length of the journey; that one is a config list, so a pack can reopen it. And nothing else teleports out of the dark β no ender pearl, no chorus fruit β except an operator's command, which never closes.
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And it is no longer played blind: he can look through the dark before stepping out of it. One key, from inside, and every way out around him answers at once β a wireframe box on each, set at the height of the real ground out there, coloured by what it is worth: open, too bright to use, solid, or unknown. That last one matters and is not padding: reading a way out can mean loading a chunk of a world nobody is standing in, so the glimpse spends a budget of those and then says "I don't know" rather than guessing β which is honest, and which is also why pressing the key in unexplored country does not freeze the server. A vertical mark shows where hostiles are waiting, and a line of text names the state, the ground height and the count for whichever way out you are looking at, so the power does not live entirely in a colour.
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The silhouettes cannot lie. They are drawn from the same code the door itself uses to decide, so a green box is a way out the door will accept.
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And the dark is a prison now, which is what it was always for. A Darkwing sees in there and nothing touches him. Anyone else gets the darkness, the slowness, and a rot that starts almost imperceptibly twenty seconds in and doubles from there β a couple of minutes standing, which is time enough to look around and not time enough to settle. The way out is dying, or a Darkwing who lets you out. Reconnecting does not reset the clock: the hour you went in is written down, because a prison with a loophole is not one.
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He can take someone in with him, and anyone can be let out. The banishment does not carry its own idea of who may be seized β it calls the same code as the keyboard grab, which already refuses spectators, creative players, team-mates, and everyone when PvP is off. It refuses another Darkwing too, and says why: the dark would do nothing to him. And because the world is shared, any Darkwing can release any prisoner, including someone else's β which is the counter-play the private version never had. A prisoner taken on Thraxa is returned to Thraxa, not to his jailer's world, and releasing works in broad daylight: it is the door that needs a shadow at both ends, not mercy.
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A malformed dimension takes every world down with it, so the game's own codec now checks all eight. A bad field in one of these files does not produce a strange world β it produces "Failed to load registries", meaning no world at all, the Earth included. Three sibling tests already ran the mod's biomes and features through the codecs; the dimension types were the ones nobody decoded.
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The Empire comes down for you, once you are worth recruiting. Pass level 25 and you become visible to Viltrum. Then, one day at noon, they arrive β and they arrive to ask first: a window opens offering to swear to the Empire. Refuse and five Viltrumites come down with nothing left to negotiate, or Conquest alone one time in ten, which is worse and means the Empire thinks one man is enough.
- Accepting is a real oath, betrayal included. It goes through the same
pledgeevery other allegiance in the mod uses, so a player already sworn to the GDA or the Coalition takes the defection penalty that system already applies: his old side holds him an enemy from then on. The Empire is not offering a bonus, it is offering to change sides. - Closing the window is refusing. No timer, no waiting path β they do not leave because you look away, and the server has one case to handle instead of two.
- They leave when you die. A squad sent to kill someone has no business camping his respawn, and the recall sweeps every world rather than the one he happened to die in β he may well have gone through a portal first.
- A player already sworn to Viltrum gets nothing, because they have nobody to recruit.
- Accepting is a real oath, betrayal included. It goes through the same
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Invasions are now one draw a day, at noon. One chance in a hundred for the Empire, one in seventy-five for the Flaxans, and the rest of the time nothing at all β the common case by far, and deliberately. The two are mutually exclusive: two empires landing the same day do not tell a story, they cancel each other.
- This replaces the Flaxan trigger, whose probability grew with the age of the world and was re-rolled every 400 ticks. Its own comment records how it had already reached certainty once: the age term added a whole multiple of the base per in-game day, so a fortnight-old world passed every roll. An invasion whose hour you know but not its day is more unsettling than a permanent roulette, and it does not drift.
- A server restarted at 12:05 does not lose its day, and a server switched off for a week does not hand back seven invasions at once.
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The story has an ending. The main line stopped dead after Conquest: you killed the Viltrumite commander and nothing came. Five chapters finish it, and they finally leave Earth β Allen comes down with what the Coalition makes of a world that killed one of them, Talescria has to be convinced, Battle Beast wants a demonstration, the Empire is culling Thraxa and this time somebody is standing there, and it ends on Viltrum. Then you go home and tell Cecil, which is how
first_patrolbegan. -
The same massacre, from both sides. A Viltrumite player is sent to burn Thraxa; a hero is now sent to stop it. One player can have done both, and it took no code at all β only two quests looking at each other.
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Battle Beast has a face now. His texture was a single flat colour β 128Γ128, one tan, 360 bytes β which is what you get when a model ships before anyone paints it. He is what the show shows: pale coarse fur with a dark mane, a muzzle with fangs, red eyes, and red armour plates strapped across the shoulders and chest. Painted from his own model rather than from memory: the script reads the UVs out of
battle_beast.geo.jsonand computes every face, so changing the model and re-running still produces a texture that fits it. -
Two finished bosses come off the shelf. Battle Beast and Machine Head shipped disabled, and were finished by every observable measure: model, texture, animation, loot, attributes, inherited AI. The shelf entry had outlived its reason β the same thing that once happened to Allen, which nearly cost a playable faction its only way in. Neither has a natural spawn, so freeing them fills nobody's world: they turn up through a quest or an egg, which is the life a boss should have. Titan and the Mauler Twins stay shelved, because those two do spawn and letting them out is a balance decision to take on its own.
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William has something to teach. He offered one quest and led nowhere. He now walks you into two systems a player could otherwise never find: that fighting itself trains your stats, which nothing announced, and that there is nothing to breathe above the sky until you have built a generator and filled a bottle.
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The Coalition finally plays like the Coalition. It had three chapters against the Empire's five, and all three had the same shape: kill a tag, then report to Allen. Three times. Its whole identity is that it never strikes first β and it asked you for twenty kills to prove you belonged.
- Four chapters now carry the theme instead of stating it. The first has no enemy in it at all: bread to carry to the camps and people to stand near, because Allen wants to know whether you are useful when there is nothing to hit. Then Geldar, where the Coalition does not retake the Empire's garrison β it gets people out from under it. Then the Kresh, who came for the people you just spent a day moving, and the text says plainly why answering them is allowed. Then a watch on Talescria, and Allen tells you what you are.
- The arc has an ending of its own rather than dropping you into a repeatable contract, which is what it did after three chapters.
- The same mirror trick as the Thraxan front:
empire_geldar_garrisonsends an Imperial to hold Geldar down, andcoalition_geldar_evacuationsends someone to lift people out from under it.
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Seven new contracts, and the board changes face as you climb. It posts three a day out of thirteen now, gated by reputation tier, by faction and β new β by character: Atom Eve is asked to demonstrate the forge, Robot to build a workbench, and neither ever sees the other's. Machine Head is a bounty rather than a chapter, because he is a criminal and not a cosmic threat. Five of the engine's eleven objective verbs had never once been used by any quest; four of them are now.
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Every character that flies now flies like itself. Four of the five shared one pose, so a Robot under thrust and the Immortal both moved like Mark. Five hover/sprint pairs now: the Viltrumite puts one fist forward and lets everything trail in its wake; the Immortal is the same family at half the tempo and twice the amplitude, because he does not streamline, he looms; Atom Eve stays upright and loose with a slow roll nobody else has, since she is carried rather than driven; the Robot holds his line with almost no amplitude and what movement there is arrives as a correction, two thruster beats a cycle; and the Tech Jacket runs at twice everyone's frequency and a third of the amplitude, arms held out where its vanes are, because the jacket is flying and the host is a passenger.
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The four shots are four shots. Energy Bolt, Pink Laser, Suit Blast and Suit Beam all played one generic pose β an arm raised, nothing else moving. They are four different guns now: a thrown bolt with the shoulder behind it, a two-handed lance gathered at the hip and pushed out, a forearm cannon whose recoil kicks the whole body back, and a beam held against its own push with a tremble in the hold.
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Morph Hand has a pose at all. It was the one ability in the mod with none: the hand changed shape, the body did nothing, and the gesture the whole character is built around read as nothing happening. The arm now extends and the wrist turns over as the hand takes its new shape.
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Three skills stop borrowing someone else's gesture. Tactical Armor was playing the suit-up of an armour materialising, though nothing materialises β it is a brace now, fists in and the stance dropping into it. Drone Strike points at the ground and calls it down with a chop. Self-destruct closes a fist on a machine that is about to stop existing, and turns its head away.
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Monster Girl gets three powers that are hers. Three of her five skill-tree nodes granted abilities she was never permitted to use β a dash written for Atom Eve, a punch and a charge written for the Viltrumites β so they took their skill points, showed as bought, and did nothing when pressed. They are replaced by Monster Leap, which throws her where she is looking and cracks the ground where she lands; Monster Smash, both fists into the earth, sending everything around her into the air; and Grab and Throw, which seizes what stands in front of her and hurls it in one movement. All three need the monster standing, and all three grow with it: she rejuvenates every time she transforms, the monster gets bigger as she gets younger, and the same number sets her reach, her radius and her throw. A leap rather than a dash because she is the one character who does not fly, and a dash is how someone crosses ground they could have flown over.
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The grab reuses the grab. Her throw does not carry its own idea of who may be picked up: it calls the same code as the keyboard grab, which already refuses spectators, creative players, team-mates, and everyone when PvP is off. What she adds is the arm's length of a monster, the force behind the throw, and damage on the grip. What she does differently is the tempo β the keyboard lifts and then throws, she does both at once and never carries.
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Points spent on the three retired nodes are handed back, once, at the next login. Up to seven, which is what a Monster Girl who filled her tree had paid for nodes that granted her nothing.
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A test now fails the build when a node grants a power its own character cannot use. This shipped four times β three on Robot, fixed when his tree was rebuilt around the armour, and the fix stopped there. Two known cases are still listed as exceptions rather than hidden: the Viltrumite and the Immortal each have a dead
dashnode, and which way to fix them is a balance decision, not a data one. -
The Coalition of Planets is a side you can serve, not just one you can name. It shipped playable β offered at character creation, sworn to Allen, with Talescria to wake up on β and then had nothing behind it: no enemies it counted, no kin it missed, no work that paid. Its standing was frozen on the number you walked in with, so a Viltrumite who joined it was distrusted for good with no way to earn his way out. It keeps a file like the other two now: the Empire and everything hunting under its flag are its declared enemies, Allen and the Talescrian colonists are its own, and Allen β Official Evaluator, which is literally the job β hands out three chapters and a standing watch. A village resident now belongs to whoever holds the world he lives on, too: kill a colonist on Talescria and it is the Coalition's file it lands in, not Earth's, because an entity tag cannot tell one world's villagers from another's. Prove yourself where he can see it, go and stand on the world the Coalition is actually made of, then carry it into Viltrum itself and come back to say out loud that it can be done.
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Conquest comes for you now, and nobody asked him to. Both bosses only ever existed as quest ambushes: the single way to meet Conquest was to accept the GDA's fifth chapter, which spawns him in front of you. An enemy you meet by clicking "accept" is not coming for anyone. He now crosses to Earth on his own for a player who has sworn to the GDA and made a public name β the two halves the design called for, since an anonymous agent is nobody the Empire has heard of and a famous nobody is not Viltrum's problem. Once per player per world, only on Earth, and told to that player alone: "Conquest is coming for you" announced to a server would say who you swore to, and the oath is never public.
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And both bosses know what you swore. Omni-Man does not raise a hand first against a Viltrumite sworn to Earth β that is his son, and a father who charges on sight makes that story impossible to tell; you have to swing first. He makes no such exception for a soldier of the Empire, who was sent to execute him and knows it. Conquest is the mirror: he spares whoever wears the Empire's oath, like any Viltrumite soldier, so leaving the Empire means finding him in front of you.
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The GDA sends Reanimen after whoever it has thrown out, and the Coalition never sends anyone. A shut door punishes itself only if you go back to it: a player the agency had cast out simply stopped visiting Cecil. Now a squad of three arrives on Earth every few minutes for as long as the GDA holds you as an enemy β Sinclair's work, which is what a human agency has instead of superhumans. The Coalition is the opposite decision and it is deliberate: it is pacifist, it fights only when attacked, and its Evaluator targets no player unless struck first. The Empire needs no squad; its soldiers already hunt on sight whoever it does not count as its own. One detail worth knowing, since it decides whether any of this is a punishment at all: a Reanimen the GDA sent no longer pays GDA standing when you destroy it, or the squad would have been a way to earn your way back into the good books of the side that sent it. Sinclair's rogue ones still pay, as they always did. Leaving Earth is a real escape β the agency's reach stops at the atmosphere.
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You choose a side when you choose a character, and it costs something. The faction was a flag: two players of one side could not hurt each other, a dialogue line could branch on it, and the only way in was an operator command. It is now sworn on the character-creation screen β the Viltrum Empire, the Global Defense Agency, or no side at all, which stays a real answer and not a delay. A Viltrumite who swears to Earth is Mark Grayson, and the game finally says so: the GDA starts him distrusted, the Empire will not forget it, and both have lines written for exactly that man.
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Each side keeps a file on you. A standing per faction, on the same scale and the same five named bands as public reputation β Enemy, Distrusted, Accepted, Trusted, Inner Circle β because one estimation is enough to learn. Work done for a side raises it; putting down an enemy of theirs raises it a little; raising a hand against one of their own costs, and killing one of their own costs a great deal. It reads on its own screen, next to the oath, and
/invincible factionshows all three at once. -
Betrayal has a price, and the price is a door. Changing sides floors your standing with the one you left, and a side that holds you as an enemy stops dealing: nothing sold, no work handed out, no oath taken. It still talks to you β being told off is how you learn there is a slate somewhere.
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Cecil keeps a quartermaster's shelf, and it is not all for everyone: GDA-issue gear for agents, and the Scourge vial only for the inner circle.
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The Empire has work of its own β five chapters and a standing patrol. A Viltrumite officer on Viltrum hands them out: prove you can put something down, raze a village on your own world to prove you will do as you are told, cross to Thraxa and thin the nests, go the whole distance to Geldar and disarm the Kresh garrison, and finally settle what the Empire does about the deserter Nolan Grayson. The second chapter is the point of no return and nothing scripts it β the GDA counts its civilians, so its door shuts on you by the third villager and the whole Earth half of the quest tree ends there.
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Three worlds have somewhere inhabited. Thraxa gets Thraxan nests: packed-mud domes around a lit shaft, mouths punched through the walls, nothing human inside. Geldar gets Gelderian holds in deepslate and waxed copper with a lamp over every door and a mast to see from a distance. Talescria gets villages with people in them, because the Coalition is made of species without the Empire's strength.
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Allen the Alien is somebody now, repainted from the reference with a jaw, a collar and an eye worth having β and he recruits for the Coalition of Planets on Talescria, since evaluating a world's champions is literally his job.
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Datapacks can ask two new things. A dialogue line or a quest can read
rank.<side>β what one faction makes of the player β and clauses now join with&, so a line can finally name a Viltrumite and a GDA agent at once. AREACH_LOCATIONobjective may also name a world on its own, which is how "get to Thraxa" is written without pinning a point in terrain nobody has generated yet.
Changed
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Every boss in the mod was weaker than its own troops, and now none can be. Conquest, whom the story calls the Viltrumite commander, had 420 health while one of his own soldiers had 2032 β five times less than the men he commands. Machine Head had 160, thirteen times less. This was already half-broken before the scaling change (a top-level soldier always beat him) and the change made it true for every trained player rather than the lucky ones.
- A boss is now defined as N times the soldier anchored on the same player, not as a written number. Hand-written numbers are right the day you write them; this one is right always, and there is a single figure to tune per boss. It also means a boss can never fall behind again when the ceiling moves.
- Battle Beast 3Γ β the physical peak, and he had to outrank Conquest because the story now fights him afterwards; Conquest 2.8Γ; Omni-Man 2.6Γ, deliberately under Conquest since you meet him three chapters earlier; Machine Head 1.6Γ, still the weakest of the four because he is a criminal in a chair and not a cosmic threat.
- A measured floor of 1.5 is enforced, not just documented. A soldier rolls up to 1.25Γ its anchor in level, which is worth more than that in health once the age tier stacks on top: the worst ratio is 1.444, around Force 455. Machine Head shipped at 1.2 in the first draft of this work and a test caught it, not a re-read.
- Boss damage is capped at 600 rather than the soldiers' 420: three times a capped soldier would be 1260 a hit, which is the death screen the file has warned against since its first version. A boss absorbs, chains phases and lands specials; that is what distinguishes it, not one-shotting.
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The Viltrumites scale with whoever meets them, which they never did. Their level was rolled in a vacuum: a beginner and a veteran met exactly the same troop, so the Empire turned into a formality as you grew β reported from play, a level-50 player was putting them down in five punches. The roll is now anchored on the nearest player, and the ceiling has gone from 500 to 2500.
- Anchored on Force, not on level, and that distinction is the larger half of the fix. A level only hands out three skill points, while training raises stats without raising level at all and there is no stat cap in this mod β the rising practice threshold is the brake. A player who trains is far stronger than his level suggests, so anchoring on level would have missed exactly the players this was for. The Force read is the effective one, so a Robot out of his armour no longer summons a veteran and a deployed Tech Jacket does.
- Raising the ceiling alone would have fixed almost nothing: the weighted roll keeps a squad near its floor, so 500 β 1000 only moved the average from 233 to 400 while punishing a beginner whose floor had not moved. Measured before it was written.
- Two and a half Viltrumite levels per point of Force, tuned to one target: the average Viltrumite falls in about ten punches whoever you are. It holds between nine and twelve from Force 60 to Force 1200.
- A beginner is helped, not punished: at Force 20 he used to meet 938 health hitting for 64, and now meets 511 hitting for 39. It still takes him twenty punches, and that is the point β a Viltrumite is not a starter mob.
- Their damage is now capped at 420. The 0.20-per-level slope was tuned for a ceiling of 500; at 2500 it reaches 1040 a hit, which is a death screen rather than a fight. Health keeps climbing to the ceiling, damage does not β the reasoning the file already carried, applied to the new range.
- Viltrumites already spawned in a save keep their stored level, so only new ones are anchored.
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All four hero suits are redrawn, from the costumes the characters actually wear. The textures were flat blocks of colour at 512Γ256 β eight times the armour template, drawn in eight-pixel squares, so eight times the pixels and not one more piece of information. One file was doing duty for two characters, and the design on it was Invincible's while Omni-Man was the one wearing it. Each suit is now drawn to a sourced description, at the template's own 64Γ32, which is what the player's skin is and what the mod's space helmet already was:
- Invincible β a black suit with the yellow panel running down the centre of the chest and tapering to a point at the waist, a yellow mask with goggles and an open top so the player's hair shows through, yellow gloves and blue boots.
- Atom Eve β a pink suit with her atom centred on the chest as a nucleus inside a ring, a pale belt, glove cuffs and boot tops, and a domino mask that leaves the player's own face showing.
- Omni-Man β the Viltrumite uniform: white, a red collar where the cape attaches, the red "O" on the chest, red sleeves their whole length, a red belt and tall red boots, and a bare head, because fighting with his face uncovered is the whole of the character.
- The Immortal β blue, with the solid yellow ring at the neck and the yellow bar down the chest that together draw his "I", white and yellow bands at the shoulders and knees, and a hood open at the face.
Boots are boots now: the leg is left transparent above the ankle, where before pulling on boots repainted the whole leg.
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Three textures nothing could load are gone.
invincible_armor.png,atom_eve_armor.pngandimmortal_armor.pngsat beside the numbered layers the game actually asks for. Each was a second place to edit a suit that would then not change in game. -
Every blow has weight now.
bodyβ the root, the whole player dipping and recoiling and absorbing β was keyframed by not one clip in the file, which is most of why the punches read as arms waving. It drives forty of the forty-three clips. A strike is wind-up, impact, overshoot and settle instead of three evenly spaced linear keyframes on two arms, and the average clip animates five body parts where it animated two and a half. -
The held poses breathe. Guard, and both carry reaches, were single static keyframes β a mannequin the moment anything moved underneath, a guard held over a flight loop worst of all.
PoseResolvercarried a javadoc admitting it and pointing at the content pass; this is that pass. -
A stat that does nothing for your character can no longer be bought. Monster Girl does not fly, so flying speed was a number nothing read β and stamina is spent only by flight, so endurance was the same. A human has no abilities at all, so Puissance, which multiplies ability damage, multiplied nothing. All three took skill points and gave back a figure on a screen. They are now refused at the purchase, refused by training, and the
+is gone from the row rather than greyed: a button that can only ever be refused reads as broken, and the row stays, subdued, saying why. Operator commands still write whatever they like β repairing a save is not a purchase. -
Monster Girl is created with none of them. She was handed six points of flying speed and four of endurance at creation, for two stats she can never use. A displayed number that does nothing is worse than a zero: it reads as a promise.
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Points already spent on those stats come back, once, at the next login, and the stats are zeroed. What a character was handed at creation is not refunded β that was never bought.
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The default no longer shelves Allen, but a config you already have still does. Taking him out of
disabledMobschanges the default, and an existing config file keeps the values it was written with β that is how mod configs work, and it is why the new switches appeared in yours while that one line did not change. So on any instance that has run this mod before,allen_the_alienis still on the list, he still enters no world, and the Coalition still has nobody to swear to. Drop that one entry fromdisabledMobsinconfig/invincible-common.toml, or delete the file to take fresh defaults. A fresh install needs nothing. -
The new settlements only appear in ground nobody has visited yet, and so does the Viltrumite officer who hands out the Empire's work. A world's terrain is written once, so in an existing save the nests, the holds, the Talescrian villages and the officer are all out past wherever you have already been. Fly further, or start a fresh save to see them from the first minute.
Removed
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Force Portal's leftovers. The ability was retired long ago and the portal became a block, but the class was still compiled, the pose still shipped, the two translations still sat in both language files, and the config still disabled by name a power that no longer existed.
disabledAbilitiesnow ships empty, which is what it should say: an ability that is not ready does not ship. -
Shrink Aura and Toxic Touch are gone. Both were written, translated, animated and loaded at every startup, and neither was ever reachable: Monster Girl's tree gave them no node, so nothing could unlock them, and the shipped config disabled them on top of that. Two powers that existed only in the log line counting them. Nothing is owed to any save β no player could hold what no node granted, and an id left in an assigned slot already resolves to nothing and is ignored. Monster Girl keeps her transformation and her scream; what replaces the two is a design question, not a deletion.
Fixed
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The hero suits were wearing plate-armour thickness. A vanilla armour is not painted on the body: it is painted on a copy of the body inflated by a fixed amount, so steel plates have the thickness of steel plates β one pixel proud on every side for the helmet, chestplate and boots, half of that for the leggings. That is right for metal and wrong for a bodysuit, and it is the whole of why Invincible's and Atom Eve's costumes looked too wide. They now render on a model inflated barely more than the player's own skin overlay: the chestplate's bulge drops by nearly half, the leggings by a third. Applied to all four hero suits rather than the two reported, because Omni-Man and the Immortal wear the same kind of suit and leaving them puffed up beside a fitted Invincible would read as a bug.
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The side that had thrown you out went on handing out work. Cecil shut his stall, refused his jobs and would not take an oath β while his own noticeboard, two steps away, kept posting GDA contracts and paying GDA standing. Raze the village, then earn your way back at the board of the side you had just lost. The door belongs to the side now and not to one man: a board posts nothing to a player its side holds as an enemy, and the side that pays for a piece of work is asked whether it would hand that work over at all β which also shuts the two quieter ways in, accepting a quest far from whoever offers it, and accepting one from a hand that is not an NPC.
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Earth's story arc was open to the Empire. The Empire's six chapters each name the side that may take them; Earth's five named nobody, and a side that has never judged you reads as Accepted β so a player sworn to Viltrum walked up to Cecil and left with the entire Earth arc. Those chapters now name the Empire as the one side that may not have them, which keeps them open to a player who has sworn nothing, and to the Coalition, who is not Earth's enemy.
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Building in your own MineColonies colony cost you reputation. Breaking a block within a couple of dozen of a civilian the world can name counts as vandalism β right in a village you are wrecking, wrong in your own colony, where those civilians are your colonists and digging is the whole game. A colony you belong to is now exempt, and the exemption follows MineColonies' own claim rather than how far a colonist happened to wander. Nothing changes without MineColonies installed.
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Conquest hunted nobody. His target goals named monsters and never players, and he did not call the base that adds them β so he stood there until hit. It was invisible because the only two things that spawned him set his target themselves; one out of a spawn egg was scenery.
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A scripted ambush contradicted the AI it was spawning. Quest encounters set the boss on the player the moment they appear, which would have overridden the sparing rule in the exact scene it exists for. An ambush now asks the same question the mob's own targeting asks before naming a target.
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The Coalition's only recruiter never entered the world. Allen was finished, repainted, given lines and put in charge of an oath while still listed among the mobs held back for being unfinished β and that list is enforced where an entity joins the level, in silence. The single way into a playable side existed in no save. He is off the shelf, the list now lives in one place the tests read as well, and a test fails from now on if a side's recruiter ships in a body that cannot appear.
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The villages promised to another world never existed. The biome tag that was to put plains villages off Earth named a Thraxan jungle, and Thraxa was rewritten as a desert weeks ago β the biome went with it. A tag naming an absent biome is dropped in silence, so the world loaded, the villages were nowhere, and nothing said why. A test now walks the whole chain from structure set to biome, and it was verified by breaking that tag on purpose.
Les notes en franΓ§ais sont dans la release GitHub : https://github.com/Ajustor/new-invincible-mod/releases/tag/v0.5.0-beta
Optional dependencies
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:TbMEy6RR:paBrNNfg"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:TbMEy6RR:paBrNNfg"
}